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Paying Customer, not Necessarily a Retained Customer in Freemium Games

Published: 14 October 2024 Publication History

Abstract

Mobile games have become mainstream in the gaming market, generating revenue primarily through the Free-to-Play (F2P) model. The F2P business model influences game design and service methodologies, requiring new efforts to enhance player satisfaction through game services. The F2P business model has led to strategies aimed at early player conversion. To assess the effectiveness of early-stage conversion strategies, we analyzed data from an idle RPG game called “Dealers Only Squad”. We examined the relationship between the time taken from signing up to the game to making the first in-app purchase and retention, presenting findings on ‘Payer Retention’. Analysis has shown that a 1-day delay in the first in-app purchase improved average D+1 day retention by 0.29%-points and D+7 day retention by 1.35%-points. Based on these findings, the study suggests that in-app purchases made in the early stages can induce a negative gaming experience and increase churn rather than maintain retention, partially criticizing the effectiveness of early-stage conversion strategies.

Supplemental Material

MP4 File - VideoPresentation_WP1088_35
Video presentation about the earily relationship between the time taken from signing up to the game to making the first in-app purchase and retention, presenting findings on ?Payer Retention?.

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cover image ACM Conferences
CHI PLAY Companion '24: Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play
October 2024
500 pages
ISBN:9798400706929
DOI:10.1145/3665463
This work is licensed under a Creative Commons Attribution International 4.0 License.

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Publication History

Published: 14 October 2024

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Author Tags

  1. free-to-play
  2. game analysis
  3. in-app purchase
  4. mobile games
  5. payer retention

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  • Leaders in Industry-university Cooperation 3.0 Project

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